card review Solitary Liberator, Gancelot: Our Master Have Came!

Card

Review

Solitary Liberator, Gancelot

Card text:

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Gold Paladin» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and choose up to three of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

That courage shall be passed on to the new generation.

Number: TD08-001

Rarity: Fixed

Clan: Gold Paladin

Nation: United Sanctuary

Race: Elf

Power: 11000

Grade / Skill: Grade 3 / Twin Drive!!

Trigger: None

Solitary Liberator, GancelotOur Master Have Came!
written by toshikikai

General description:
hello again guys and the first thing i want to say is this i dont know english grammer very well so i am sorry if i done any grammer mistakes.Today i am writing a review about Solitary Liberator, Gancelot
[AUTO] Limit Break 4 (This ability is active if you have four or more damage): When a «Gold Paladin» rides this unit, choose your vanguard, and that unit gets [Power]+10000 until end of turn, and choose up to three of your «Gold Paladin» rear-guards, and those units get [Power]+5000 until end of turn.

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Uses:
On the other hand, Gancelot does not suffer Blaster Blade's treatment. Being a solid Break Ride that is similar to that of Soul Savior's on-ride skill, he grants +5k power to three RGs, forming a solid column of 3/4/4 (5k to left RG and 10k to both RGs on the right). There's no need to give power to the back of the VG since the Break Ride skill itself already gives +10k power on the spot. However, he does require field commitment and a bit of setup; without any RGs before hand, the power gain becomes wasted but Gold Paladin has typically been known to grant a full field easily, albeit the chances of getting bad columns are still a big problem for them.

Strategies and game play:

Liberator, Cheer Up Trumpeter

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[ACT](RC): [Put this unit into your soul] Choose your vanguard with "Liberator" in its card name, and that unit gets "[AUTO](VC):When one of your «Gold Paladin» is placed on (RC) from your deck, this unit gets [Power]+3000 until end of turn." until end of turn.

Set 12 grants Liberators another batch of support with this particular trumpeter as the starter. Her skill gives the VG +3k power for each Liberator called to the rear from the deck. Now, this might seem very situational but it really isn't when considering the units we will later be introduced to. However, giving the VG power only for a turn is a bit redundant and accomplishes almost nothing other than a PG to the face. You're better off running Alfred for an easy 21k center line.

Wingal Liberator

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[AUTO](RC): [Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted a unit with "Liberator" in its card name, you may pay the cost. If you do, choose one card named "Blaster Blade Liberator" from your soul, and call it to an open (RC).

Set 10 grants us support for Blaster Blade, similar to Blaster Dark. Wingal, the long time companion of Blaster Blade, returns as a starter that can call Blaster Blade from the soul when he boosts, and the attack hits an opponent's VG. Note that it calls from the soul instead of the deck, unlike Claudas, which means that it requires the player to ride Blaster Blade on G2 before hand since there is no other reliable way of putting him into the soul. With that in mind, Wingal's usefulness dwindles down due to the lack of consistency of getting Blaster Blade into the soul and because of this, it is not surprising to see people using other starters like Spring Breeze Manager for a more beneficial effect, such as getting a Dindrane out and gaining a solid +1.

Yearning Liberator, Arum

[AUTO]: Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))

[ACT](RC): [Put this unit into your soul] If you have a grade 3 or greater «Gold Paladin» vanguard, search your deck for up to one card named "Blaster Blade Liberator", reveal it to opponent, shuffle your deck, and put that card on top of your deck.

Set 15 also gave Liberators new and refined Blaster Blade support that enables him to finally be a matching rival to that of Blaster Dark. Look at Arum, for example. His skill doesn't necessarily brings Blaster Blade out onto the field like Wingal does but he does guarantee that Blaster Blade will eventually appear, either through drive check or a superior call and he's not limited like Wingal is. This is the starter that Blaster Blade always wanted. It gets rid of that idea of a random superior call and turns cheap superior calls into a true +1, albeit only for a turn.

Fast Chase Liberator, Josephus

[AUTO]: [Soul Blast (1)-card with "Liberator" in its card name] When this unit is placed on (RC) from your deck, if you have a vanguard with "Liberator" in its card name, you may pay the cost. If you do, draw a card.

Speaking of Dindrane, Liberators have their own version of her in the form of Josephus with a better 7k body but a more restrictive cost and condition. But this typically does not matter in a deck full of Liberators anyway. He's a great unit for some superior calling shenanigans to gain pluses but with more and more support coming along, it's a bit hard to put some room for him in the deck.

Barcgal Liberator

[AUTO](RC): When an attack hits a vanguard during the battle that this unit boosted a unit named "Blaster Blade Liberator", look at up to three cards from the top of your deck, search for up to one card with "Liberator" in its card name, call it to (RC) as [Rest], and put the rest on the bottom of your deck in any order.

Barcgal has been freed from its chains and was allowed to join Blaster Blade in Golds. Unlike before, he now supports Blaster Blade as a rearguard rather than a starter by being able to superior call through the top 3 when an attack hits during the turn that he boosts Blaster Blade. This card is good. Pressure in the rear and being able to superior call something with just a bit more consistency out of it. Although getting both in the same column could be troublesome and even if you do, it's no guarantee that Blaster Blade will be able to live through the next turn. It's a good start to the massive support Blaster Blade is going to get in Set 15.

Physical Force Liberator, Zorron

[AUTO]: [Put this unit into your soul] When this unit is placed on (RC) from your deck, if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card with "Liberator" in its card name, call it to (RC), and put the rest on the bottom of your deck in any order.

Set 15 marks the final batch of Liberators support, at least for this season. It also contains some of the best cards within Liberators. Zorron was among the first to be revealed in the Card of the Day spoilers during this time. His skill is pretty neat, when he's called the player can put him to soul to superior call another Liberator from the top 3. This essentially makes him into a recycler to combo with other cards like the Dindrane clone, for example. While not so amazing, he's pretty useful to give an attempt for the player to fix one of their columns, if they need to. Although the top 3 ain't particularly a big number, it is tons way more accurate than a single top check.

Starry Skies Liberator, Guinevere

[AUTO]: [Counter Blast (1)] When this unit is placed on (GC), if you have a vanguard with "Liberator" in its card name, you may pay the cost. If you do, this unit gets [Shield]+5000 for each of your «Gold Paladin» rear-guards until end of that battle.

If there is any strong evidence to support the claim that Golds are Bushi's one and only pet clan (other than the fact that Aichi is the main character), it's this guy. Guinevere is a crazy card. At the cost of CB1, he gains +5k shield for every rearguard when he's placed onto the Guardian Circle, granting a total of 30k shield in a full field which is equivalent to that of a PG. Wow. This is crazy good and gives so much defense for the Liberator player. I can't really say anything else. Can't afford PGs? Get him for a dollar and you're good enough to go.

White Rainbow Liberator, Balan

[AUTO](RC): When a unit named "Blaster Blade Liberator" is placed on your (RC), if you have a vanguard with "Liberator" in its card name, choose a card from your damage zone, and turn it face up.

People say Dorint is broken. Look at this. Balan is an direct carbon copy of Dorint, only better since he doesn't require Blaster Blade to be placed in front of him. It's quite fair though since Golds are pretty random in their calls, except for that one Arum over there. Also, this brings more combos onto the table by being able to unflip mass amounts of damage if there's more than one Balan in the field. Amazing card for Blaster Blade.

Blaster Blade Liberator

[AUTO]: [Counter Blast (2)] When this unit is placed on (VC) or (RC), if you have a vanguard with "Liberator" in its card name, you may pay the cost. If you do, choose one of your opponent's rear-guards in the front row, and retire it.

The first trial deck of the season, TD 08, releases the first batch of support for Liberators, an upcoming Legion that will eventually reach the competitive level in the end. It includes a wide arrange of past Royal knights, including cards like Maron, Llew, Gancelot, and of course, Blaster Blade. Blaster Blade Liberator has been made fun of by many simply due to the lack of qualitative support, unlike his rival, Blaster Dark. Their skills are equally similar as well, when it is placed on VG/RG, as long as the VG has <insert Legion name here> in its name, the player can pay 2 CB for a +1 in the form of a front row retirement. On eye-level, that skill is pretty average and not really up to the standards of the game today. It's just meh and Blaster Blade here continues to be just 'meh' until the final set of the season where he finally got the support he deserves, maybe too much support.

Liberator of the Flute, Escrad

[AUTO](VC/RC): [Counter Blast (1)-card with "Liberator" in its card name] When this unit's attack hits a vanguard, if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.

Like Dindrane, Viviane also gets a Liberator clone of herself in a lower rarity but similar cost. Escrad's skill is pretty self-explanatory, when he hits, pay CB 1 and superior call the top deck. He's a nice pressure card but when compared to other pressure cards that can do so much more than a simple top deck superior call (which can be anything that can ruin your columns), he's pretty mediocre. Great for rushing purposes though and can fit in any kind of Liberator deck.

History Liberator, Merron

[AUTO]: When this unit is placed on (RC) from your deck, if you have a «Gold Paladin» vanguard, look at five cards from the top of your deck, search for up to one grade 3 or greater «Gold Paladin», reveal it to your opponent, put it into your hand, and shuffle your deck.

Merron is similar to Zorron, only that she looks at the top 5 to take a G3 or higher card. Now, this might seem awesome to decrease the chances of misgrading and being stuck on a BR forever, but the chances of pulling her off in turn 1 or 2 is pretty slim when considering the number of G1/G2 units that can superior call which is not that much. The cards within Liberators that are able to superior call are often Vanguards with LB skills or Break Ride skills (Bleo), downgrading her usefulness. There's really no use in taking or searching for a G3 or higher in late game, unless there's a G4 to be searched, which doesn't exist in Golds. And her skill isn't necessarily a +1 when the card being taken is a card with no shield value. On the bright side, she's not restricted to Liberators at all so I guess there's some creative ideas that can go along with her in a standard Gold decks (Duke maybe?).

Red Rainbow Liberator, Balin

[AUTO](RC): When a unit named "Blaster Blade Liberator" is placed on your (RC), if you have a vanguard with "Liberator" in its card name, this unit gets [Power]+5000 until end of turn.

Aside from unflippers, Blaster Blade also has his own beat down partner that gains +5k whenever he's placed onto the field. Essentially, this creates 21k columns relatively easy but since calling Blaster Blade can't be done every single turn, having Phallon, the Legion's 12k beater, if often better due to consistency.

Liberator, Star Rain Trumpeter

[AUTO]: [Choose a card named "Blaster Blade Liberator" from your soul or drop zone, and put it on top of your deck] When this unit is placed on (RC), if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, shuffle your deck, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.

As usual like any other final sets of the season that focuses on Blaster Blade, the Star Trumpeter has returned with yet a new title, new time, and also a whole new skill. Her skill targets a Blaster Blade in the soul/drop to be put onto the deck and then superior calling one from the top later on. This essentially gives a random +1 while also returning Blaster Blade back to the deck. Although I should note, returning Blaster Blade hardly does anything since the chances of finding him is still random and low, if not using Arum.

Liberator of the Round Table, Alfred

[CONT](VC) Limit Break 4 (This ability is active if you have four or more damage): During your turn, this unit gets [Power]+2000 for each rear-guard you have with "Liberator" in its card name.

[ACT](VC): [Counter Blast (2)-card with "Liberator" in its card name] Look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Finally we have our old king, Alfred. Similar to his Royal counterpart, Alfred keeps his power boost for each rearguard in a more restricted but bigger way. For every Liberator rearguard, he gains +2k of power, easily reaching 21k with a full Liberator field unboosted. And that's pretty much the only good thing about him. Hitting hard easily to force guards out. His second skill is the usual superior calling skill similar to Ezel's Limit Break but without the power gain. He's.. meh. Huge power beat stick with a second skill that is quite costly and very random.

Steel Spear Liberator, Bleoberis

[AUTO] Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] When a «Gold Paladin» rides this unit, you may pay the cost. If you do, look at up to two cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order, and choose your vanguard, and that unit gets [Power]+10000 until end of turn.

[AUTO](VC): When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

In Fighter's Collection, Liberators received another Break Ride (Sorry for ENG players). While Gancelot powers up the field, Bleo here refills it. At the cost of 1 CB, the player can call the top two cards from the deck and superior call them, effectively giving a +1 after the -1 from the ride. Sadly, his skill is pretty random, like any other Gold Paladin effects. It would have been better if he checks the top five and then call two cards among those five. Yeah.. Even though he can refill the field, the randomness does not seem to be enough to justify his use over Gancelot. Sorry, I rather refill my field elsewhere.

Awakening Liberator, Freed

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at up to two cards from the top of your deck, search for up to two «Gold Paladin», call them to separate open (RC), and put the rest on the bottom of your deck in any order.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Aside from booster sets, Liberator was also given a starter set where a new card was given. Freed is an odd one. His skill requires to be ridden at 4 or more damage to superior call 2 units from the top 2. Sounds similar? Yep. It's Bleoberis' half brother, in terms of skill. That being said, I guess he was meant to be used alongside Bleo for a CB2 and +4 with some randomness involved. However, his skill is very situational and at times where he's ridden before 4 damages, he becomes an 11k vanilla. Nope, that's just not enough to survive in this meta.

Liberator of Bonds, Gancelot Zenith

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (1)-card with "Liberator" in its card name & Choose one of your grade 2 or less rear-guards, and put it on the bottom of your deck] When this unit attacks a vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck, and that unit gets [Power]+10000 until end of turn.

[CONT](VC): If you have a card named "Solitary Liberator, Gancelot" in your soul, this unit gets [Power]+2000.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Set 14 brings more support for Golds but little for Liberators. The reason is because Ezel has returned and took the main spotlight against Link Joker. Anyways, Liberator didn't get as much useful units in the G1/G2 department but they did get their own Cross Breakride for Gancelot, similar to how Vowing and a few others got theirs. Zenith here brings new life onto Liberators with a simple yet useful ability. At the cost of a CB1 and putting a rear back to the deck, the player can superior call a rearguard from the top deck and give it +10k power. Even if a trigger is called, it becomes 15k on the spot, capable of reaching 3 stages with any kind of unit with 6k power or above. However, the most obvious optimal play would be to attack with a rearguard column first, before returning and superior calling a new one. In the end, Zenith's skill pretty much becomes a +1 since it doesn't really grant any advantage whatsoever other than a +10k power boost onto the newly called unit (meaning another attack, requiring 10k shield from the opponent which is usually 1 card). It can only turn into a +2 if the unit called is an 11k or above attacker, capable of reaching 3 stages on its own to force two extra cards out of the opponent instead of just one.

Liberator, Holy Shine Dragon

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): At the end of your turn, choose one grade 3 «Gold Paladin» from your soul, and you may ride it. If you do, choose one card named "Liberator, Holy Shine Dragon" from your soul, and put it into your hand.

[AUTO]: [Counter Blast (1)-card with "Liberator" in its card name] When this unit is placed on (VC), you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin», call it to an open (RC), and put the rest on the bottom of your deck.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Although he's not the main Liberator boss of the set, he deserves it so much. Meet Holy Shine, the first G3 dragon to join Liberators with an amazing ability to back it up. At the end of the turn where he's in the VG circle, one may choose and ride another G3 unit from the soul and place him back onto your hand. This pretty much means that he would want to be ridden after another G3, like, I dunno, a Break Ride? Yep, this guy lets one to consistently break riding EVERY SINGLE TURN after 4 damages if the combo pulls off. Since Golds typically only have 2 Break Rides, the choices will be between Gancelot or Bleo and from the review above, it should be obvious who the winner is. It's Gancelot. He can form 3/4/4 columns to force more shields out of the opponent and win the game in that turn or the following turn, or the following turn after that. Well, you guys get the picture. His second skill is also pretty neat, granting a +1 each time he's called onto the VG, which should be every turn if his BR succeeds. When it doesn't though, it's going to be quite challenging to recover as his skill pretty much only revolves around the idea of break riding multiple times.

Liberator, Monarch Sanctuary Alfred

[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage): When your unit named "Blaster Blade Liberator" is placed on (RC) from your deck, this unit gets [Power]+10000/[Critical]+1 until end of turn.

[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage): [Counter Blast (3) & Soul Blast (2)] Put all of your rear-guards and locked cards on top of your deck in any order, and look at five cards from the top of your deck, search for up to five cards with "Liberator" in its card name, call them to separate (RC), and put the rest on the bottom of your deck in any order. This ability cannot be used for the rest of that turn.

[CONT](VC): During your turn, this unit gets [Power]+1000 for each of your «Gold Paladin» rear-guards.

[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

I mentioned earlier that Holy Shine wasn't the main Liberator boss of the set, because Alfred took the spotlight, in terms of hype. Alfred has finally returned to the battle field wearing his huge armor that can shoot freakin' lasers all over. Like his armor, he is also given a huge chunk of text as a skill. Alfred is special. He has both an Ultimate Break and a Limit Break similar to that of Glendios but similar to Glendios, the important part of his skill is not on his UB but on his LB. At the hefty cost of LB3 and SB2, one can put all their rearguards back to the TOP of the deck and superior call 5 cards from the TOP onto the field in separate circles. To clarify, he returns whatever units you have on the field back to the deck and call the same units onto the field again with some additional units if there weren't a complete number of 5. The skill may seem pretty meh like Garmore and grants the same amount of random pluses but it should be noted that the fact that he's calling the same rearguards makes a lot of difference. This brings in combos and makes it easier to activate units with on-call effects, especially those that needs to be called from the deck.

For example, you can have two Balans in the field and a Blaster Blade in the field. Use Alfred's skill to superior call all of them again, while triggering the skill of all three units. Balan gets to unflip two damages while Blaster Blade can kill something, if the player chooses. If not, then that's still two damages unflipped and Alfred's skill can be reused again the next turn. Speaking of this combo, it also gives Alfred +10k and a critical from the called Blaster Blade, granting a 26k-36k power VG column depending on the booster, forcing a PG out on that turn. This skill also activates the skill of Bruno and Geraint which gains +3k for every Liberator called from the deck, granting a total of +12k for each. Also, it is important to note that Alfred calls all 5 units at the same time.

However, Alfred's cost is still a huge problem. Sure there might be unflippers to help out but that suggests that he's too much reliant on unflippers and requires at least a Balan and Blaster Blade to be already in the field by then (if not then Balan/Blaster Blade needs to be called over existing units). Also, the soul is a bit of a problem as well. Essentially a normal ride only gives 3 soul, from the G0-G1-G2 which means that another extra soul is required, either from a G3 that is ridden over (such as a Break Ride) or Zorron as a fuel. All in all, although Alfred gives a lot of potential combos, it also requires some of those combos so that it can be used again in the next turn. On that note, it may be more beneficial to use Alfred's effect only as a 'backup' and focus more on the cheap advantage engine from Blaster Blade and his pals, similar to how Set 12 Revengers work with Blaster Dark. That being said, I would not dare say that he's an amazing card nor an awful card. He's.. I dunno how to say it. Above average, I guess?

Combos with other cards:

Strengths/Pros:
In this world i think that most of the people like gancelot because gancelot's break ride skill is very powerful. our opponents need more cards to guard all our attack and if we cross break ride with gancelot zenith we can attack four time, very powerful attacks.

Weaknesses/Cons:
Gancelot is useless if we dont get grade 3s and gancelot have a Lord these are the weakness of gancelot.

Variations:
we can find this card in Trial Deck 8: Liberator of the Sanctuary rarity Fixed

Artwork and aesthetics:
I Have liked the artworks of all cards and i am very thankful to those who made these cards

Overall rating:
Becuase of this unit have a weakness and strength i will give 8/10

Modified on October 10, 2014 12:16 pm

Rating

Current score for this Card Review, based on 17 votes:

4.35

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